General

From: ADRIAN M RUSSELL (GE92AMR@ccs.edge-hill-college.ac.uk)
Date: Thu 10 Feb 1994 - 13:35:04 EET


O.K It seems that Nick Brooke has motivated me too write, so here
goes....

 As I havn't got any knowledge of the new RQ4 rules system, I can
only give an opinion on RQ3 and its pros and cons. Also I am quite
new to RQ.

_ SORCERY_

A great asset to RQ but with a system that doesn't work well for PCs.
Sorcery should be included in the initial rules package though the
option of placing it in a 'western' supliment would not detract from the
initial rules system.{ I would buy it anyway} I also like the
manipulation skills of range etc{these should remain in some form}

_COMBAT_

I like the RQ3 combat system, o.k it takes a while to get smooth game
play with people who have never played before, but in my opinion it
is good in this form. Except for high level combat 95%+ where combat
can get a bit boring unless players are well versed in battle magic.
This brings me on to strike ranks..

_STRIKE RANKS_

I like strike ranks-once players know how it works the game runs
smoothly and quickly with no panic over who is doing what when.
However changing the time scale of strike ranks may be a good idea
as the movement allowance is too great in one melee round.

_FATIGUE_

One thing I have learnt about fatigue and that is to use it as only a
guide line to stop players overloading characters and thinking they
can fight and run forever. Putting lots of extra fatigue rules into the
game will only detract from what should be an easy and quick game
to pick up.

_SKILLS_

I don't know what plans you have for changing skills, but I would like
to say that this is what is most attractive about RQ so don't mess it
up!

 I seem to have forgoten what else i was going to say. So I wil say
goodbye. {I,ve unsubsribed}
    ADRIAN RUSSELL
             
           "WHAT WILL BE WILL BE"


0,,


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